the importance of qualitative <strong>experience</strong>-oriented, and contextual research <strong>in</strong> the early concept design stages. These concepts could be prototyped and placed <strong>in</strong> a community for a time to see how they become adopted. This may require a long term co-operation commitment from the designers. It often happens that the results of a research project are prototyped and tested <strong>in</strong> a community, but then taken away, as <strong>in</strong> the projects Liv<strong>in</strong>g Memory [11] and Presence [7,8]. The f<strong>in</strong>al sign of success for a community concept is that it rema<strong>in</strong>s actively used and ma<strong>in</strong>ta<strong>in</strong>ed even after the designers pack up and go home. CONCLUSIONS In our designs for the <strong>in</strong>timate city we have tried to comb<strong>in</strong>e the unique physical characteristics of the city environment with the communication and media possibilities that modern ICT can provide. The piazza, the streets and the city walls merely receive new furniture. By breath<strong>in</strong>g new function-ality and mean<strong>in</strong>g of life <strong>in</strong>to and around these spaces, we support <strong>in</strong>teractions that can be not only <strong>in</strong>timate between <strong>in</strong>dividuals, but also support<strong>in</strong>g the community as a whole. The call for <strong>in</strong>teraction design is to learn from the different <strong>social</strong> needs that people have and <strong>in</strong>corporate them <strong>in</strong>to the design: to provide <strong>in</strong>teraction that is playful, respectful and <strong>in</strong>timate <strong>in</strong> reflection of its content. This k<strong>in</strong>d of understand<strong>in</strong>g would have wide applications rang<strong>in</strong>g from personal services, designed environments, <strong>in</strong>clusive design and telework<strong>in</strong>g while most importantly promot<strong>in</strong>g the under-stand<strong>in</strong>g of people as <strong>social</strong> be<strong>in</strong>gs who need a community, and need to feel part of and take part <strong>in</strong> it, regardless of age, gender or other aspect. “The form of <strong>social</strong> space is encounter, assembly, simultaneity … Social space implies actual or potential assembly at a s<strong>in</strong>gle po<strong>in</strong>t, or around that po<strong>in</strong>t” [14] 190 4 PRESENTING THE ARTICLES These new <strong>in</strong>timate ICT-products have the potential of becom<strong>in</strong>g such po<strong>in</strong>ts around which life proliferates. Among benches, potted rose bushes, dr<strong>in</strong>k<strong>in</strong>g founta<strong>in</strong>s and cafe tables we want these new products to become placeholders for community life. ACKNOWLEDGEMENTS We would like to heartily thank the organisers of the i3 summer school: Gillian Crampton-Smith, Giorgio De Michelis, Riccardo Anton<strong>in</strong>i, of course also
Silvia Roll<strong>in</strong>o, as well as all the lecturers and participants for their company and <strong>in</strong>spiration. REFERENCES ARTICLE 6 191 1. Alben, L. (1997). At the Heart of Interaction Design. Article with <strong>in</strong>teractive component on CD-ROM, Design Management Journal, Vol. 8, No. 3; Summer 1997, pp. 9–26. 2. Broberg, A., Jonsson, E., Brännberg, A., Andersson, N., Holmlund, K. and Janlert, L.-E. (2001). Emergent Interaction – A Prestudy, Umeå University technical report, UMINF 01.16. 3. Black, A. (1998). Empathic Design: User focused strategies for <strong>in</strong>novation. Proceed<strong>in</strong>gs of New Product Development, IBC conferences. 4. Blieszner, R. and de Vries, B. (Eds) (2000). Perspectives on Intimacy. Generations, Journal of the American Society on Ag<strong>in</strong>g, Summer 2000. 5. Dandavate, U.; Sanders, E, B.-N.; Stuart, S, (1996). Emotions Matter: User Empathy <strong>in</strong> the Product Development Process, Proceed<strong>in</strong>gs of the Human Factors and Ergonomics Society 40th annual meet<strong>in</strong>g, pp. 415–418. 6. Dieberger, A., Dourish, P., Höök, K., Resnick, P. and A. Wexelblat. (2000). Social navigation: techniques for build<strong>in</strong>g more usable systems. Interactions, vol. 7, no, 6, Dee, 2000, pp. 36–45. 7. Gaver, W., Dunne, A., and Pacenti, E. (1999). Design: Cultural Probes <strong>in</strong> ‘Interactions: New Visions of Human–<strong>Co</strong>mputer Interaction’, ACM Inc. Danvers, MA. 8. Gaver, W. (2001). The Presence Project. RCA CRD Research Publications. 9. H<strong>in</strong>dus, D., Ma<strong>in</strong>war<strong>in</strong>g, S,D., Leduc, N., Hagström, A.E., and Bayley, 0. (2001). Casablanca: Design<strong>in</strong>g Social <strong>Co</strong>mmunication Devices for the Home. In Proceed<strong>in</strong>gs of CHI 2001, New York: ACM, pp. 325–332. 10. Hofmeester, G.H., Kemp, J.A.H., and Blankendaal, A.C.M., (1996). Sensuality <strong>in</strong> Product Design: a Structured Approach, Proceed<strong>in</strong>gs of ACM CHI96 <strong>Co</strong>nference, ACM, New York, pp. 428–435. 11. http://www.design.philips.com/lime/ Liv<strong>in</strong>g Memory project website. 12. http://www.disappear<strong>in</strong>g-computer.net/. 13. http://www.i3summerschool.org/ website of the Design<strong>in</strong>g for <strong>Co</strong>mmunities summer school. 14. Lefebvre, H. (1991). The production of space. Oxford, Cambridge, Mass., Blackwell. 15. Mitchell, W.J. (1999). E-topia: “urban life, Jim – but not as we know it”, Cambridge, MA, MIT Press. 16. Munro, A., Höök, K. and Benyon, D. (Eds.) (1999). Personal and <strong>social</strong> navigation <strong>in</strong> <strong>in</strong>formation space, <strong>Co</strong>mputer Supported <strong>Co</strong>operative Work, Spr<strong>in</strong>ger. 17. Norman, D.A. (1988). The Psychology of Everyday Th<strong>in</strong>gs, Basic Books, N.Y. 18. Raban, J. (1988). Soft City. <strong>Co</strong>ll<strong>in</strong>s Harvill, London: 1988. 19. Tollmar, K., Junestrand, S. and Torgny, 0. (2000). Virtually Liv<strong>in</strong>g Together: A Design Framework for New <strong>Co</strong>mmunication Media. In Boyarski, D. and Kellogg, W.A. (Eds.): Proceed<strong>in</strong>gs of the <strong>Co</strong>nference on Design<strong>in</strong>g Interactive Systems: Processes, Practices, Methods, Techniques, August 17–19, 2000, New York City, ACM Press, New York, 2000, pp. 83–91. 20. http://www.bock<strong>in</strong>fo.com/docs/onlcomm.htm – website on communities and onl<strong>in</strong>e communities. 21. Brown, B., Green, N., and Harper, R. (Eds.) (2001). Wireless World: Social and Interactional Aspects of the Mobile Age, London, Spr<strong>in</strong>ger 2001.
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Katja Battarbee UNDERSTANDING USER
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FOR YOU
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4 PRESENTING THE ARTICLES 101 1 IT
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an experience, the recipient is use
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longer process, in the order of mon
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something independent of being and
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Interaction designers who focus on
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other kinds of products. These mode
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experiences with products that do n
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Hassenzahl defines fun as a mode of
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verbal self-reports are subject to
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ACKNOWLEDGEMENTS We thank the other
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KEYWORDS User experience, interacti
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in Computer Systems 2002, Minneapol
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INTRODUCTION Usability experts know
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138 4 PRESENTING THE ARTICLES Simil
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